Le source : TD-TextureSurObjetGLUt.cpp
/* Auteur: Nicolas JANEY */
/* nicolas.janey@univ-fcomte.fr */
/* Mars 2003 */
/* Texturage des objets GLUt */
#include <stdlib.h>
#include <GL/glut.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "ModuleCouleurs.h"
#include "ModuleMenus.h"
#include "ModuleReshape.h"
#include "ModuleManipulateur.h"
static int obj = 0;
static GLbyte *image ;
static int w2 ;
static int h2 ;
GLbyte *makeRasterImage() {
GLbyte *image =(GLbyte *) malloc(16*16*3*sizeof(GLbyte));
for ( int i = 0 ; i < 16 ; i++ )
for ( int j = 0 ; j < 16 ; j++ ) {
int p = 3*(j+i*16);
if ( i%2 )
image[p] = image[p+1] = image[p+2] = ( j%2 ) ? 0xFF : 0x00 ;
else
switch (j%4) {
case 0 : image[p] = image[p+1] =(GLbyte) 0xFF;
image[p+2] = 0x00;
break;
case 1 : image[p] =(GLbyte) 0xFF;
image[p+2] = image[p+1]= 0x00;
break;
case 2 : image[p+1] =(GLbyte) 0xFF;
image[p+2] = image[p]= 0x00;
break;
case 3 : image[p+2] =(GLbyte) 0xFF;
image[p] = image[p+1]= 0x00;
break; } }
return(image);
}
void myinit(void) {
image = makeRasterImage();
glTexImage2D(GL_TEXTURE_2D,0,3,16,16,0,GL_RGB,GL_UNSIGNED_BYTE,image);;
glEnable(GL_TEXTURE_2D);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
GLfloat shinines[] = { 50.0 };
GLfloat l_pos[] = { 1.0,1.0,1.0,0.0 };
glClearColor(0.5F,0.5F,1.0F,1.0F) ;
glMaterialfv(GL_FRONT,GL_SPECULAR,couleurBlanc());
glMaterialfv(GL_FRONT,GL_SHININESS,shinines);
glLightfv(GL_LIGHT0,GL_POSITION,l_pos);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glDepthFunc(GL_LESS);
glEnable(GL_DEPTH_TEST);
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
manipulateurSouris();
manipulateurClavier();
glRotatef(45.0F,0.0F,0.0F,1.0F);
switch ( obj ) {
case 0 : glFrontFace(GL_CCW);
glutSolidSphere(2.0,180,180);
break;
case 1 : glFrontFace(GL_CCW);
glutSolidCube(3.0);
break;
case 2 : glFrontFace(GL_CCW);
glutSolidCone(2.0,2.0,100,100);
break;
case 3 : glFrontFace(GL_CCW);
glutSolidTorus(0.5,2.0,100,100);
break;
case 4 : glFrontFace(GL_CCW);
glScalef(2.5F,2.5F,2.5F);
glutSolidTetrahedron();
break;
case 5 : glFrontFace(GL_CCW);
glScalef(2.5F,2.5F,2.5F);
glutSolidOctahedron();
break;
case 6 : glFrontFace(GL_CCW);
glScalef(2.5F,2.5F,2.5F);
glutSolidIcosahedron();
break;
case 7 : glFrontFace(GL_CCW);
glScalef(1.5F,1.5F,1.5F);
glutSolidDodecahedron();
break;
case 8 : glFrontFace(GL_CW);
glutSolidTeapot(2.0);
break; }
glPopMatrix();
glFlush();
glutSwapBuffers();
}
void key(unsigned char key,int x,int y) {
if ( keyManipulateur(key,x,y) )
glutPostRedisplay();
else
switch ( key ) {
case 0x0D : obj = (obj+1) % 9 ;
glutPostRedisplay();
break; }
}
int main(int argc,char **argv) {
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_DOUBLE);
glutInitWindowSize(250,250);
glutInitWindowPosition(50,50);
glutCreateWindow("Texture sur objet GLUt");
myinit();
creationMenuBasique();
setParametresOrthoBasique(-3.5,3.5,-3.5,3.5,-500.0,500.0);
setManipulateurDistance(1.0F);
glutReshapeFunc(reshapeOrthoBasique);
glutKeyboardFunc(key);
glutSpecialFunc(specialBasique);
glutMotionFunc(motionBasique);
glutMouseFunc(sourisBasique);
glutDisplayFunc(display);
glutMainLoop();
return(0);
}